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Everything posted by odizzido

  1. I use custom to turn off T1000 sleep regeneration among other things. I guess I am trying to make the game as realistic as I can. While personally I would have feats enabled no matter what since people should be able to play how they like, they may see it as people needing to put in a minimum amount of effort to get them. Either way it doesn’t bother me since I don’t use feats.
  2. I think this problem could be solved with percent based settings in the custom mode. Deer spawn: 1%, You might see a deer in 100 days if you're lucky Bear spawn: 100000%. It's freakin' bearmageddon out here. Loot value(how good an item can be): 100%, you can find everything Loot chance: 1%, the expedition parka could spawn, but it probably didn't Sleeping heal rate: 5%, sure you gain 2% life from sleeping which is realistic I think, but it's not the T1000 regen that you get on the current low setting.
  3. As mentioned alcohol would only accelerate your death, however you could always add like a chemical heat pack or something. My parents have these packs that you mush up and they produce heat. They put them in their gloves.
  4. Good. I completely support a good working environment where people aren't subject to the garbage that people working in the AAA industry are. It's insane to me that people get mad about that.
  5. I would be happy to have the indoors get as cold as the outside, but also be able to heat up with a fire and retain the heat. Smaller houses could take less to keep warm giving you a choice to make, and you could maybe have a house improvement mechanic added. Maybe use some of those animal pelts to slow how quickly the house gets cold again.
  6. Fir is a limited resource so I would be against using it as a consumable. It would make it the same as matches. There needs to be a point to this too, giving the option for fire when no other options exist so it can’t be too hard to attempt. Personally I would have the fire bow require a cured gut and a stick. Or shoelaces from the shoes you spawn in with and a stick. Fir or cedar could be required in your inventory but not consumed. No knife or anything should be required. the chance for starting a fire with the bow should be 100%, but the time required would be unknown, like fishing. that would make it easy for gameplay and a source of unlimited fire. The downside would be you could try all night and fail, burning a lot of calories and wasting your night when you may have been able to find matches instead.
  7. Not being able to step over tiny obstacles is probably number one, but generally anything that is really easy to do in real life being difficult or impossible in game is the most jarring and maddening. Having to eat three bears in a month is pretty jarring too. Edit——- And although I disable them(which is great) intestinal parasites are crazy. How can our character be so completely incompetent with cooking? I hope they can be disabled in story mode too when that’s all done and good to play.
  8. Due to my settings and playstyle I rarely find more than a couple lanterns or other useful things like that but I will drop them in places that I use them. Whatever saves some weight is something I like to do. I never craft axes for the same reason
  9. yup. I can't say for sure because I've not tested, but on custom games I THINK you can have loot quality higher and drop loot amount down, so you can still find a revolver but it's going to be more rare than it would otherwise be.
  10. I really like the custom mode this game offers, I would love to see it expanded to be even better.
  11. Yeah. I tried sprains again after the revamp but I was getting them way too easily still. Luckily hinterland has some good devs and the feature is optional so I've ended up playing with it disabled again.
  12. aww I found something I don't like about the new zone I need a hatchet to get past certain places, but I've always found hatchets to be a waste of resources to make so of course I don't have one What's really awful is that it's this small bush that is blocking me. My character can scale down an 80 degree cliff completely safely but can't get past a bush or step over a stick.
  13. Oh that's cool. I didn't know that, obviously. I've just never really used them I guess.
  14. I have finally made it to Hushed River Valley, and I must say I am impressed with it. It looks great, I very much enjoy exploring it. I love how when I entered it I could get a nice high up view of where I was about to go, that was a great touch. I really like all the detail in this new region. Great job everyone involved. One thing I also quite like is that the caves(that I have seen) are colder if it's colder outside. I very much like the extra feeling of realism there as well as the extra sense that they may not be 100% safe, temperature wise, if it gets cold enough. It makes me want to prepare for cold nights which is very cool. I would love it if houses were similar, and I think it would be very cool if we could heat houses with fire....like have a house warmth bonus that goes up and down depending on how hot fires are compared to how cold it is outside. Anyways I am getting off topic. So yeah, awesome job everyone involved. I am loving this region
  15. I just disable cabin fever so it doesn’t matter if they remove it for me. If it were replaced with something else I would check it out though, so that’s my vote.
  16. odizzido


    I find where i go tends to be dictated by the fact that I need a forge to make knives and arrows so I can actually do stuff in the game. Once that is done I will typically wander around. In my current game I am heading towards the new region. Hushed river valley? I am not quite sure how to get there yet so it has taken me over a week of real life time so far. I would play more but I have limited time right now so it takes a while. I am sure if I played more I would have familiar routes that I follow. I simply don’t have the knowledge to optimise that way.
  17. I would love to see sliders. Like deer population from 0-100%, 1% meaning you would see a deer like once a month. I also wouldn't mind seeing an option for realistic food...as in you're not eating a bear every week. I think having wildlife be much more rare but also much more valuable would be interesting. Also I would like an option to have the highest end items spawn but very rarely. Currently I never see any of the neat items and have little reason to explore because nothing I find will be worth anything. If I set the loot higher so I can see those items then I am swimming in loot. Sliders could solve this too. Max loot value at 100% and loot probability at 1%.
  18. I find I don't have a preference between the old or new system. They both feel fine. On the newer game I started on 1.56 I have hit something like 18/19 shots with the rifle. Lots of those are wolf kills. Before the update I hit about the same.
  19. Cool. I am sure I've had a couple days where I couldn't go outside for more than a minute or two but I don't think I've ever had four. Sounds kinda fun.
  20. I wear all crafted gear since my settings don’t allow me to find good items like snow pants or parkas. I wish they were just super rare instead but oh well. So yup, rabbit skin hat and gloves, wolf or bear jackets, deer pants, and then whatever I happen to find. If I am lucky that will be two thermal underwear, a wool hat, and a couple thin sweaters. The non-crafted loot on the lowest setting is pretty bad and makes looking around for clothing fairly pointless. slightly off topic, but do prepper caches not spawn on the lowest settings? I’ve never seen one and I’ve resorted to looking up maps and checking out all the spawn locations but so far I’ve never seen one.
  21. Yes to this. I made a post about this earlier but nobody else seemed to have the issue. I was running 1.5 at the time and wolves were doing that for me too. Actually my game ended because a bear teleported right infront of me. Weeping bears are serious business. I haven't had this issue yet with 1.56, but I haven't put too much time into the latest version of TLD so I can't really say if it's fixed.
  22. Every strategy that the game mechanics allow is valid I think. And they all have their place.
  23. Perhaps the best thing would be to have a simple debuff that increases as you are starving and goes away as you eat. For example for every calorie spent when at 0 calories would start increasing the debuff. You would repair it by eating, the calories you eat could remove the debuff the same way. so for example if you hit zero calories and burn through 1000 more while at zero the debuff would keep track of that 1000 calories and will exist until you eat 1000 calories. If you only eat 750 then you will have 250 left on the debuff, but the debuff will not be added to anymore until you reach zero calories again. It should be very simple to understand and work with then. You could even remove the health drain for starving then, and only drain health if you’ve burned through like 50,000 calories or something(there could be a bar the fills much like risk for parasites and such). I am not sure if I explained this super well...
  24. I don’t think making your condition go down even faster while starving is the best way to solve this. The issue is that you can use your health bar as food, starving and draining it and then at the end of the day you “eat” a bunch of sleep. Currently with how the game is I find the best way to solve this is to have regeneration as low as possible while still existing so you have to stay fed a long time to heal even minor damage. But this only hides the issue. I think to actually solve it the starvation system needs something different. My personal favourite idea is having a body fat system where under eating would burn fat and over eating would add more on. Once your fat level drops to a certain level then your endurance and carry weight would start dropping and you die eventually. I don’t know if the devs think this would be too complicated for people but it’s what I would at least try out